Post by falconious on Sept 28, 2018 14:31:04 GMT -5
I have mentioned running a pickup microdungeon game at the FLGS in another thread, and I figured I would write out rules for how I envision it.
Microdungeon Tournament
=======================
Equipment Needed
----------------
1. One Magic The Gathering booster pack.
2. Four players.
3. One deck of cards stripped to aces and 2-5s.
4. One set of score cards per player, consisting of three cards, with values 1, 2, and 3.
Setup
-----
1. The four players sit in positions denoted "North", "South", "East", and "West". This seating does not change through the tournament.
2. The booster pack is opened, shuffled, and cut.
3. The stripped card deck is opened, shuffled, and cut.
4. Deal out a Magic card and an ordinary card to each player. A player receiving a basic land sets it aside and is dealt a replacement.
5. Each player creates a microdungeon: a short scenario, no longer than a paragraph, inspired by the Magic card and themed by the ordinary card:
* Club: Fight
* Diamond: Treasure
* Heart: Healing
* Spade: Trap
6. Players pair up and each runs eir character through eir partner's dungeon. In round 1, The pairs are South and West, and North and East. In round 2, the pairs are North and West, and South and East. In round 3, the pairs are North and South, and East and West.
7. After completing all three rounds, each player ranks the opponents' dungeons by playing a score card face down in front of each player. The cards are revealed simultaneously and the high score wins the remainder of the pack. In the event of a tie, players can dice for it.
=======================
Equipment Needed
----------------
1. One Magic The Gathering booster pack.
2. Four players.
3. One deck of cards stripped to aces and 2-5s.
4. One set of score cards per player, consisting of three cards, with values 1, 2, and 3.
Setup
-----
1. The four players sit in positions denoted "North", "South", "East", and "West". This seating does not change through the tournament.
2. The booster pack is opened, shuffled, and cut.
3. The stripped card deck is opened, shuffled, and cut.
4. Deal out a Magic card and an ordinary card to each player. A player receiving a basic land sets it aside and is dealt a replacement.
5. Each player creates a microdungeon: a short scenario, no longer than a paragraph, inspired by the Magic card and themed by the ordinary card:
* Club: Fight
* Diamond: Treasure
* Heart: Healing
* Spade: Trap
6. Players pair up and each runs eir character through eir partner's dungeon. In round 1, The pairs are South and West, and North and East. In round 2, the pairs are North and West, and South and East. In round 3, the pairs are North and South, and East and West.
7. After completing all three rounds, each player ranks the opponents' dungeons by playing a score card face down in front of each player. The cards are revealed simultaneously and the high score wins the remainder of the pack. In the event of a tie, players can dice for it.